Jar of Hoarder Beetles wondrous, common

This wide glass jar weighs 2 pounds and has holes poked in it’s lid. It contains about a dozen beetles of blue and green hues, each the size of two thumbs, and their hoarde they sleep on. When you find the jar it has 2d10 silver pieces in it, 1d10 each of gold and copper pieces, and a selection of shiny rocks and bits lying at the bottom. The beetles will always find their way back to the jar at dusk as long as their hoarde is worth at least 2 gold and covers the bottom of the jar.

If released the beetles will fly off in search of shiny objects to add to their pile. When released at dawn within a town the beetles gather 1d10 silver, 1d4-1 each of gold and copper, and 1d4 shiney rocks and bits throughout the day. For every two hours after dawn they are released they have a -1 to their rolls to return with coins. At the DM’s discretion the coins gathered might decrease or degrade in quality in a poor town.

Axe of the Swarm weapon(battleaxe, greataxe), rare

This rough axe has a series of holes, each trapping a stone bead, behind its cutting edge. These beads shake and rattle each time the axe is swung, making a deep humming sound.

On a critical hit with this weapon a small swarm of beetles fly from the beads and attack all creatures within 5 feet of the target creature, not including you, dealing 2d4 piercing damage to each creature.
While holding this weapon as an action you can make a DC 10 Animal Handling check, on a success a small swarm of beetles emerges that can accomplish any task that Mage Hand could and lasts 1 minute. You can summon up to three swarms in this manner, these swarms are under your control but will not attack.

If you put down or for any reason stop holding this weapon any swarms you currently have summoned attack you for the remainder of the minute, or until you pick up the weapon again, dealing 2d4 piercing damage a round per swarm.

Bloodwraught armor(shield), rare (requires attunement)

This rectangular shield of blackened iron has a maze of deep grooves in it stained a dull red. As a reaction to being hit by an attack you can activate the shield. When you activate the shield you feel a sharp pang in your hand and forearm and the grooves in the shield glow a sickly red as a dark barrier of magical force surrounds you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and are lightly obscured.

Curse. Every time you activate Bloodwraught it gains a charge, and you take 1d8 Necrotic damage for each charge Bloodwraught has. These charges reset each day at dawn.

Pen of Many Messages wondrous, rare (requires attunement)

This pen does not have a feather and requires no refill from an inkwell. In fact it would only be considered a pen in name and function, most would not recognize it as a pen at all. It appears to be a thin metal rod the length of a man’s hand and decorated with gold inlay. To attune to this pen you must write your true name, not an alias or nickname, 100 times on a piece of parchment or paper using this pen.

While attuned to this pen you may summon it into your hand at any time as an action, and you know the cantrip Vicious Mockery. While holding the pen Vicious Mockery does an additional 1d4 damage. Additionally, once per short rest you can cast the spell Skywrite with the pen, ignoring concentration. This pen has yet another special property though. As an action you can create a symbol on the top right of a piece of paper or parchment that is unique to you. This symbol is the same each time you create it. You can accompany this symbol with a number and/or the name of a creature if you so choose. When you write or draw on a piece of paper with your own symbol ink begins to form in an exact copy on all other pieces of paper that share the same symbol and number combination, as long as they are on the same plane of existence. Paper that has the true name of a creature accompanying the symbol will appear blank, except for the symbol and name in the top right corner, to all creatures except those that have that name.

Death's Scales wondrous, legendary (requires attunement)

This scale is no merchant’s scale. It holds the power of life and death itself in its balance. The base and arms are made of black ivory, and inlaid with pearl. The weighing pans are in the shape of hands cast from pure silver and hung from silver chains.
This scale is found with three ornate alignment weights made to look like figurines. The first is chiseled from stone and covered in black opals, and represents evil. The second is carved from wood and inlaid with diamonds, and represents neutral. The last is shaped from gold and has a single sapphire in its center, and it represents good.

Unerring Judge

While holding the scales you can see the souls of dead humanoid creatures that have neither passed on nor been destroyed. You can telepathically communicate with these souls, and are able to understand and express emotions and ideas even if you do not share a language. They are under no compulsion to communicate truthfully, and may recognize you if they met you in life. Using the scales you can hold and weigh the souls to find their true alignment. The scales will come to balance with the weight that is closest to the creature’s alignment throughout life.

Merciless Reaper

If you know the name of the creature whose soul is on the scales you can choose to either allow them to pass on to the afterlife or banish them into the weight that comes to balance with their soul as if the spell Imprisonment:Minimus Containment, was cast on them. Only one soul can be contained within a weight and it becomes all but indestructible while containing a soul in this way. As an action you can speak the name of the creature imprisoned in a weight in addition to the command word, disintegrating the weight instantly and destroying the soul within. When you do so you may instantly cast one of the spells corresponding to the weight destroyed, ignoring all components and concentration, as long as the conditions needed for the spell are met. The spells are as follows:

  • Good. Resurrection or Holy Aura
  • Evil. Circle of Death cast at 9th level or Symbol:Death
  • Neutral. Geas cast at 9th level or Time Stop

Creating Balance

You can create any number of alignment weights if you create more figurines using the same materials as the original. Each figurine takes at least 250gp worth of materials and a week to create.

Storm Whip weapon(whip), rare

This leather whip has a long metal handle that crackles with electricity when you aren’t holding it. It can be used like any other whip, but deals Lightning damage instead of Slashing. If you are proficient with whips as an action you can cause one of the following effects.

  • The tip of the whip begins to pulse with a bright light. You flick it at a point in the air with a loud pop and all creatures within 5 feet of a point you choose within 10 feet must make a DC 15 Constitution saving throw. On a failure they are Blinded for 1 minute. They can repeat this save at the end of their turn.
  • The metal handle crackles and the air around you tingles. You target one Large or smaller creature within 30 feet as the now electrified whip lashes out with surprising range. The targeted creature must succeed a Strength saving throw with a DC equal to 10 + your proficiency or be pulled up to 15 feet in a straight line towards you. The targeted creature takes 1d4 Lightning damage for every 5 feet it is pulled.
Black Scorpion weapon(scimitar, special), rare

This black scimitar and dagger have edges honed to a mirror finish and are connected to each other by a silver chain. You can attack while holding both weapons or, while holding only the scimitar, and swinging the dagger by the chain. While swinging the dagger in this way it is considered to have the property Reach and you attack with it as if dual wielding it with your off hand. If you attack while not holding the dagger and roll a 1 on the attack roll you are automatically hit by the dagger.

If you attack and hit with the scimitar and then on the same turn hit the same creature with the dagger the target creature takes an additional 2d8 necrotic damage. This effect does not apply if the creature is not hit by both weapons or the dagger hits before the scimitar.

Urn of the Lava Bearer wondrous, rare (requires attunement)

This urn is chipped from a single chunk of obsidian. It has a tightly fitting lid, weighs 4 pounds, and holds up to 1 gallon. It can contain any material or liquid no matter how hot, without cracking or even heating up, so long as it is sealed within the urn.
The urn has 5 charges and regains all expended charges each day at dawn, or 1 charge each hour it is filled with molten lava.

While you are attuned with the urn you are resistant to fire damage.
Additionally, when you speak the command word and expend a number of charges the urn begins to glow with a bright red light in the facets across its surface for the next minute.
For the duration you are immune to fire damage and any creature that ends its turn within 5 feet of the urn must make a Dexterity saving throw (DC 15). The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases by 1d6 for every charge expended above 1.
If you thrust the urn at a creature as an attack action that creature must make a saving throw or take damage as above. If you are able to make multiple attacks this replaces one of them.

Mummified Cloth of the Void wondrous, rare (requires attunement)

This bundle of ancient cloths is meant to be wrapped around the hands, legs, and upper arms to serve as basic protection in a fight. You can put on or take off the wrappings during a long or short rest, and while wearing them in this way each time you successfully hit a creature with an unarmed attack the wrappings unravel slightly and gain one charge. The wrappings can store up to 10 charges as more of the cloth loosens and frays. These charges last until your next short rest as the wrappings slowly repair, weaving themselves back together.

As a bonus action you can expend a number of charges to teleport up to 10 feet per charge expended to an unoccupied space you can see. When you teleport in this way you disappear in a flurry of cloth scraps that dissolve into dust.

Molten Gold of the Alchemist wondrous, rare (requires attunement by a creature proficient with alchemists supplies)

This small glass sphere the size of a fist is astoundingly heavy, and appears to be mostly full of a thick golden liquid. It weighs 10 pounds and has no visible opening or markings on it.

As an action or bonus action while touching this item you can change the weight of any non-magical object you can touch. When you make an object lighter the sphere gains an equal amount of weight, up to a total of 400 pounds. When you make an object heavier the sphere loses an equal amount of weight, but the object can only gain as much weight as the sphere has to lose.
You can affect up to 5 objects at a time like this, and the effects last for up to 1 hour, or until you dismiss them.

Battlemaster's Board wondrous, legendary (requires attunement)

This game set is extremely unique; as you travel the wooden board morphs its wooden and ivory inlays to portray major features in the landscape. It has a small drawer underneath it to hold up to 20 figurines, made from precious stones and bone, and weighs 10 pounds. When you find it has 4 pieces carved from gemstones, 3 pieces made from goblin bone, 2 from human bone, and 1 from ogre bone. These pieces allow you control both friend and foe as you move them across the board in the deadly game of war.

The Bones of my Enemies

You can create a figurine for any type of enemy that is size Large or smaller as long as you have bones from that creature to carve the piece from. To create a piece for the board you must spend a short rest attempting to do so and make a DC 14 Intelligence (Arcana) crafting check to properly form it. If you fail this check the material used is damaged and can not be used again. Pieces made in the same manner out of gemstone and precious materials, worth at least 50gp, can be bound to any willing creature no matter the type of creature. The drawer in the board can only hold up to 20 pieces, but you can create as many as you wish. During a long or short rest you can organize and choose which pieces are stored in the drawer to enable you to quickly identify pieces while setting up.

Set the Playing Field

You can take a whole turn to set up the board and bind any number of pieces from the drawer to creatures. To bind a piece to a creature it must be within 300 feet and you must be able to see it. Additionally, the piece must be carved from the bones of the same type of creature you are binding it to, unless you are binding a gemstone piece to a willing creature. If it is undead the bones must be from the type of creature it was before it died. Once a piece has been bound in this way you cannot bind it to another creature for the next hour. If you require pieces that are not in the board’s drawer you may find, take out, and bind 3 additional pieces as an action. You may bind any number of additional pieces from the drawer as a bonus action. If the board is moved after it is set up you must spend a turn setting it up again.

Total Control

While the board is set up you can move up to three pieces as an action, choosing one of the following effects for each piece. Each time you move a piece that is bound to an unwilling creature it may make a Wisdom saving throw against your spellcasting DC. On a success, the creature is not affected. If you are not a spellcaster you use your Intelligence modifier as your spellcasting modifier for this effect.

  • Move. The creature must move up to 15 feet in any direction you choose, this movement does not count towards their movement next turn and is made as if disengaging. A creature will not move if it would certainly lead to it’s death.
  • Help. You help the creature with your overview of the battlefield as if using the Help action. This can include aiding them in attacking another creature.
  • Attack. Using the creature’s reaction they must make a melee attack against another creature within reach that you consider an enemy.
  • Reveal. If you are proficient with Dragonchess you can reveal the position of a creature you have bound. Until the end of your next turn any bound creatures of your choice are aware of the revealed creature’s location even if they cannot see them or are blinded.
Arctic Beans wondrous, rare

This leather pouch contains 2d10 small light blue beans that are chill to the touch. As an action you can plant one of these beans at your feet. The turn after a bean is planted thick spiked vines rapidly sprout, so as long as it is not planted in a hot or desert area, and the bean is consumed. A 20-foot square centered on the bean becomes difficult terrain and any creature who enters or starts their turn in the area must make a DC 12 Constitution saving throw taking 2d6 cold damage from the vine’s freezing spikes on a failed save, or half as much on a successful one. A creature unaffected by the difficult terrain takes no damage.

Hide of the Behir armor(hide), rare (requires attunement)

This padded armor is covered in mottled blue cracked carapace. While wearing this armor you have resistance to lightning damage.

As an action you can plant your feet and begin channeling electrical energy as if concentrating on a spell. For the next minute electricity crackles from your head to your feet. You can stop channeling early as a bonus action, however, if you lose concentration before you stop channeling you take 4d8 lightning damage. Once you have used this feature you can’t use it again until you have finished a long rest.

While channeling, as an action, you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth. When you fire a beam of lightning each creature in the line must make a Constitution saving throw DC 15. On a failed save, a creature takes 4d8 Lightning damage and on a successful save, it takes half as much damage.

Additionally, any creature that grapples you or makes a melee attack targeting you while you are channeling this energy takes 1d8 Lightning damage.

Cloak of the Porcupine wondrous, uncommon

This long cloak is a humble brown, but is covered in long stiff spikes that lay flat. While wearing it if another creature attempts to grapple you they take 1d4 piercing damage and take damage each turn they continue to grapple you if they succeed. Additionally each time you take the disengage action you may sweep the cloak at them, making a melee attack against a creature within 5 feet of you, and dealing 1d8 piercing damage on a hit.

Staff of Thundering Orbs staff, rare (requires attunement)

This gnarled wooden staff has a bent branch at its top forming a hoop and contains 4 charges. While holding it you can use an action to expend a number of charges to cause a flurry of clear crystalline orbs to fly from the hoop. The orbs increase in number dramatically for each charge expended and create one 30-foot cone radiating from the staff per charge. Cones created in this way may not overlap. All creatures in the affected area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half on a successful one as the orbs burst and create a violent concussion.

The staff regains 1d4 expended charges daily at dawn. If you expend the staff’s last charge roll a 1d20. On a 1, the staff releases a clap of thunder. All creatures within a 30-foot radius must make a DC 15 Constitution saving throw or take 3d6 thunder damage.

Spiderwood Seed wondrous, very rare (requires attunement)

To attune to this black grape-size seed you must swallow it. Over the course of 1 week a series of wooden growths protrude from your back along your spine. Several of these grow into four limber wooden appendages. As an Attack action you can make a melee attack with one of these limbs as if you are proficient, using either your Strength or Dexterity modifier. On a hit it deals 2d6, plus either your Strength or Dexterity modifier, Piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.

These limbs automatically regrow 1 minute after being seriously damaged or removed, and are each able to hold objects weighing up to 30 pounds. Additionally, you have a climbing speed equal to half your walking speed, and are able to move your full speed while prone, so long as these limbs are free.

Curse. Once swallowed the seed begins to grow, causing great pain in your upper back. For the next week you suffer 1 level of exhaustion which can not be removed even with Greater Restoration. This seed feeds on your life force in exchange for submitting to your control. Up to 4 hit dice are automatically consumed each day at dawn. Additionally, a hit dice is consumed for each limb that regrows or repairs major damage to itself. If there are no remaining hit dice when a limb repairs itself you take 1d8 necrotic damage. This damage can not be resisted or reduced. If the curse is removed from this item the appendages slowly shrivel, die, and fall off. The attunement is broken, but the wooden knobs on your back remain.

Watery Shield wondrous, rare

This crystal orb is filled with water and has no visible opening but is covered in magic runes. If you learn the proper command word from the runes you can speak the command word to allow the water to permeate the orb and create one of two effects.

  • The water coalesces around you like a coating of mucus. You are able to breathe as normal but are completely covered with 1 inch barrier of magical water for 1 minute. Fire is unable to pass through the barrier but all other effects and objects are. While the barrier is active you are considered immune to fire damage.
  • The water forms a 20 foot square wall that is 1 inch thick, oriented as you choose. This wall remains for 1 minute and fire damage is halved if the fire effect passes through the wall to reach its target. In addition, beings from the plane of fire must make a DC 18 Constitution check to pass through the wall.

When the effect ends the water falls to the ground and loses all magical properties. The orb refills each day at dawn or if it is on the plane of water it refills after 1 hour.

Tiny Boulder wondrous, uncommon

This pebble appears inconspicuous on first inspection, however with a closer look you note excruciating detail, each little crevice and crack pops out. Usually 3d6+2 Tiny Boulders are found together in a small leather pouch. You can throw one of these tiny boulders 30 feet or put it in a sling. When the pebble strikes a surface or is crushed it rapidly expands into a large boulder. Each creature within a 5 foot radius must make a DC 15 Dexterity saving throw or take 6d10 bludgeoning damage, half on a successful save.

Whistle of the Wind wondrous, uncommon

This wooden whistle hangs from a thick twine and when blown does not produce the expected high shrill.
As a bonus action you can blow through the whistle, seizing the air and compelling it to create one of the following effects.

  • One Medium or smaller creature within 30 feet must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
  • You create a small orb of air capable of moving one object that is neither held nor carried within 30 feet and that weighs no more than 15 pounds. The object is pushed up to 20 feet away from you, but is not pushed with enough force to cause damage.
  • You blow downwards doubling your high jump and reducing any fall damage taken by half until the start of your next turn.
Necklace of Tree Striding wondrous, rare (requires attunement)

This necklace has a pendant of jade with the bronze semblance of a tree entwined around it. It has 3 charges and you regain all expended charges each day at dawn. As a bonus action you can expend a charge to enter a tree within 5 feet of you. When you enter the tree you instantly know the location of all other trees of the same kind within 30 feet and, as part of the bonus action used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You can then appear in a spot of your choice within 5 feet of the same tree or a tree of the same type within 30 feet. Both trees must be living and at least the same size as you. You must end your turn outside a tree.